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GTA Trilogy - The Definitive Edition Modding


TheLandstalker
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Spider-Vice
Message added by Spider-Vice,

Much like previous game releases, you may not directly share unmodded files directly from the game in this topic, thanks!

GTAForums Mod Showroom - mind the mod forums rules at the top - and remember ShareMods or paid links aren't allowed!

Definitive Edition Modding Tutorials by @Havi

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5 minutes ago, Raskul said:

I mean exactly San Andreas.

All cut music is still in the game, it's just skipped in the data cue files.

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8 minutes ago, BRONXBX said:

Excuse my ignorance but how exactly would I do that? everytime I even try previewing something the tool says pick a version, I do then it gives an error and closes out I must be doing something wrong lol

You can only open and save files from the .pak with umodel as far as I know. You view the files in Unreal Engine which you can get from the Epic Games launcher.

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1. Download UnrealPakTool

2. Unpack the .rar file and open Crypto.JSON

3. Generate a Base64 Key here and paste it in the JSON on line 13 between the "

4. Copy the gta.pak into the UnrealPakTool folder to make things easier and open up the command prompt

5. Enter in the following command (<ExtractDir> is the path where it's going to be extracted to): 

UnrealPak gta.pak -Extract <ExtractDir> -Filter


Size: 35,0 GB (37.656.766.719 bytes)

Contains: 100.303 Files, 1.278 Folders

Unreal Engine Version: 4.26 (AppData\Local\UnrealEngine\<UE Version Folder>)
 

There will be raw files.

Edited by Havi
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14 minutes ago, TheOneWhoWill said:

What version of Unreal is this game on?

 

4.26. Folder is created when any of the games is launched.

 

unreal-version.png

Edited by inertia997
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Have you guys tried booting into either of the titles with a modded file? Does the R* Launcher re-download the files?

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27 minutes ago, Havi said:

1. Download UnrealPakTool

2. Unpack the .rar file and open Crypto.JSON

3. Generate a Base64 Key here and paste it in the JSON on line 13 between the "

4. Copy the gta.pak into the UnrealPakTool folder to make things easier and open up the command prompt

5. Enter in the following command (<ExtractDir> is the path where it's going to be extracted to): 

UnrealPak gta.pak -Extract <ExtractDir> -Filter


Size: 35,0 GB (37.656.766.719 bytes)

Contains: 100.303 Files, 1.278 Folders
 

There will be raw files.

From my friend @LemonHaze:

Quote

1. Install game to non-Program Files directory

2. Unmark read-only

3. Change launch arguments to -gta-unpak

4. Boot the game

5. When game closes itself, navigate to install directory.

6. Profit

 

Edit: also from @LemonHaze 🙂 (miss2.exe)

unknown.png

Edited by apdapreturns
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2 minutes ago, LennyH said:

Have you guys tried booting into either of the titles with a modded file? Does the R* Launcher re-download the files?

 

You can also disable auto updates in the launcher, that seemed to work for me for GTA San Andreas

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17 minutes ago, LennyH said:

Have you guys tried booting into either of the titles with a modded file? Does the R* Launcher re-download the files?

YO len! lets make ugrp for TDe :)DDDDDDDDDD 

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I'm looking for some save files of all 3 games if anyone is willing to share. If you are willing, please DM them to me.

The saves are *.sav files found in Documents\Rockstar Games\(game name)\Profiles\(8-char folder name)

 

I want to make sure we can load each other's saves before adding support for them to gtasnp.com. Also I would like some variety in the save progress so that I have more than just my own early game saves to examine.

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From @LemonHaze:

Quote

unconfirmed rn
you can probably do mods with the standard UE4 way

...
1. make your own PAK file with the files you want to mod, with the same directory structure
2. make a folder named ~mods inside the Paks directory
3. put your mod PAK in ~mods
4. boot the game and profit!!!

...
UE should enumerate all *.pak files
and ~mods will cause all of the *.pak's inside of it to be loaded at the very end of all normal pak loads
so you can essentially patch pak's
without needing to actually patch the big pak itself

 

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7 minutes ago, ragesje said:

Is it possible to load OLD GEN gta saves on new ones? 👀:prismkek:

The games don't appear to allow it. When I tried, the game would either load the autosave instead or crash with a "Fatal Error" message.

The structure of the save files has changed quite a bit so developing a converter isn't likely to happen any time soon.

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Guys this an exciting time! All my childhood memories of applying mods to my GTAs are coming back! Keep working pals! You are awesome people!

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I can't open uasset files exported by FModel in UE 4.26.2, maybe assets are encrypted? Tried by Umodel either, still not working.

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Darealbandicoot
3 hours ago, Ash_735 said:

All cut music is still in the game, it's just skipped in the data cue files.

Any idea if this was added in the patch or present in the base 1.00 build? 

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Looking forward to put the Xbox cars back in GTA III. For some reason VC uses the high poly cars, yet they kept the PC/PS2 cars in GTA III.  Not only they have less definition, but also quite a lot of graphical glitches.

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3 hours ago, Ash_735 said:

All cut music is still in the game, it's just skipped in the data cue files.

Shouldn't be too hard to restore it then, right? 

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3 hours ago, LennyH said:

Have you guys tried booting into either of the titles with a modded file? Does the R* Launcher re-download the files?

You don't need to modify any files for modding UE4, you just need to build a new .pak file with the correct paths, put it in along with the other .pak file(s) and the engine will load. I've already tried doing it with a simple gun replacement, I got the paths all correct, the game loads the new file but then it throws errors on launch about "serial size mismatch" and doesn't start. Sometimes modding UE4 is that simple but sometimes you get errors like that. I believe it should be still possible to mod it, I've seen mods for games where I got an error myself when I tried it. For example, this guy somehow managed to mod Aliens: Fireteam Elite where I got that same error when I tried it myself - https://gamebanana.com/mods/334461. I'm assuming the files have to be packed in some certain way, someone will have to figure that way out and then simple things like model replacements should be fairly easy to do.

 

For those trying to extract files, I think either umodel might need to be updated to not have errors when trying to extract/open certain files or someone needs to find the AES keys. Right now, you can view and extract models with umodel if you just disable it from loading any textures, it seems to crash now when trying to load any textures.

Edited by simkas
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